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A custom carbine variant of the 1858 New Army revolver. Very high damage capable of an instant kill to the head at any range, with a very slow fire rate and moderate muzzle velocity.
–In-game description
1858 Carbine
1858 CARBINE angled
Overview
Weapon Type Primary Weapon
Weapon Class Carbine
Rank Prerequisites Rank 93
Damage 65 → 40
Range 30 max → 140 min
1858 Carbinegraph
Accuracy

   

Hip Accuracy

   

Sight Accuracy

   

Magazine Size 6
Ammo Reserve 72
Fire Modes Semi
Rate of Fire 110 RPM
Advanced
WEAPON BALLISTICS

TTK (Time to Kill) 0.00 s
Head & Body Multiplier
Hitbox
per bullet/pellet
Range
Max (30 studs) Min (140 studs)
(x2.5) Head 162.5 100
(x1.55) Torso 100.75 62
(x1) Arms and Legs 65 40
Red color signifies a fatal hit.
Suppressed Stats
Suppressor/Bullet Attachment Suppressed Damage Suppressed Range
Armor Piercing 65 -> 33.33333 0 max -> 140 min
Hollow Point 54.16666 -> 48 30 max -> 140 min
Muzzle Velocity 2000 studs/s
Penetration Depth 0.5 studs
Suppression 0.2

ACCURACY 25

Hipfire Camera Recovery Speed 18
Sight Camera Recovery Speed 20
Weapon Recovery Speed 23
Weapon Recoil Damping 0.95

HIP ACCURACY 44

Min Camera Kick (4.00, -0.61, -0.31)
Max Camera Kick (5.00, -0.11, 0.31)
Min Recoil Displacement (0.50, 5.59, 11.19)
Max Recoil Displacement (0.80, 6.09, 13.80)
Min Recoil Rotation (26.20, -5.00, -0.31)
Max Recoil Rotation (27.29, 4.19, 0.30)
Hipfire Spread Factor 0.20
Hipfire Recovery Speed 5
Hipfire Spread Damping 0.70

SIGHT ACCURACY 16

Min Camera Kick (4.30, -0.21, -0.31)
Max Camera Kick (4.80, -0.11, 0.30)
Min Recoil Displacement (2.40, 3.50, 7.19)
Weapon Shot Displacement (2.59, 4.69, 7.80)
Min Recoil Rotation (23.00, -3.21, -4.31)
Max Recoil Rotation (27.50, -5.00, -6.31)
Sight Magnification 1.7x

WEAPON HANDLING

Reload Time 3.2 seconds
Empty Reload Time 3.2 seconds
Equip Speed 16
Aiming Speed 18
Crosshair Size 30
Crosshair Spread Rate 500
Crosshair Recover Rate 15

MISCELLANEOUS

Weapon Walk Speed 14 stud/s
Aiming Walk Speed 8.4 stud/s
Ammo Type .44 Magnum
Round in Chamber One
Shot Suppression Range None


List of Attachments


Optics Kills Required
M145 185 Kills
VCOG 6x Scope 455 Kills
Z-Point 10 Kills
TA33 ACOG 650 Kills
TA11 ACOG 1750 Kills
TA01 ACOG 2500 Kills
Mini Sight 175 Kills
Delta Sight 70 Kills
Full Ring Sight 50 Kills
Half Ring Sight 90 Kills


Underbarrel Kills Required
Angled Grip 115 Kills
Vertical Grip 45 Kills
Folding Grip 265 Kills
Stubby Grip 355 Kills


Barrel Kills Required
Compensator 120 Kills
Muzzle Brake 175 Kills
Flash Hider 100 Kills


Other Attachments Kills Required
Green Laser 110 Kills
Laser 20 Kills
Ballistics Tracker 1500 Kills
Hollow Point 2000 Kills
Armor Piercing 1000 Kills


The 1858 Carbine is an American Carbine variant of the 1858 New Army Revolver. It is unlocked at rank 93, or it can be purchased with credits.

History

The 1858 Carbine is a cap and ball revolving carbine. It was manufactured by Remington Arms from 1866-1879. The 1858 Carbine uses .44 caliber cap and ball, the same round the 1858 New Army uses. In the years following the American Civil War, Remington also manufactured a carbine version of the 1858 New Army, called the 1858 Target Carbine, which is also known as the 1858 Cattleman's Carbine, in smaller numbers.

In-Game

General Information

The 1858 Carbine is much like the Henry 45-70 in many ways, with the most obvious one being it is not like the other weapons in its class. The 1858 Carbine behaves more like a designated marksman rifle (DMR), sporting high damage and a low rate of fire (RoF). 

Usage & Tactics

It should be stated immediately that the 1858 Carbine should not be used within close quarters combat (CQC). Despite the high damage and the capacity for an instantaneous kill to the torso, the Carbine's RoF is ridiculously slow compared to most weapons in CQC. The only way an 1858 Carbine user will survive a CQC battle is by being incredibly accurate and getting either a torso or headshot, which can be extremely difficult in a heated battle, and which becomes even more difficult with such a long firearm within 30 studs. It is clear that the 1858 Carbine is definitely not a rushing assault weapon. However, users skilled with using a laser as a sort of aim assist can most certainly come out on top in almost every engagement in cqc unless facing a similarly man stopping weapon in cqc such as a sniper or shotgun.

Where the 1858 Carbine starts to shine is moderate ranges, where scoring a headshot can still be an instantaneous kill if the player knows how to work the 1858 Carbine's bullet drop. Its playstyle is similar to the Henry 45-70's in this manner, where playing to the mid-range is the optimal position for the weapon. Its class-leading mobility allows the user to slink between cover, peek, and take shots at more distant foes, allowing for a surprisingly stealthy hit-and-run playstyle.

While it is a guaranteed 2SK as long as the player isn't hitting the arms or legs, landing them becomes difficult when it comes to its projectile velocity of 2000 studs/s. The Henry's bullet velocity may be slower, but the Henry is able to score instantaneous headshot kills at any range. Outside of 140 studs, the 1858 Carbine must score those two consecutive hits, if not 3 should both bullets strike an arm or leg. At distance, it is best used as a highly mobile means of providing fire support for players moving to attack exposed squads, as the level of damage it provides allows for softening of distant targets, and the high mobility allows the user to sprint between various forms of cover to keep enemy sharpshooters guessing.

Conclusion

The 1858 Carbine performs relatively poorly in CQC, but where it truly begins to shine is at long range. While other stats are lackluster at range, including velocity and penetration capability, the 1858 Carbine more than makes up for it by offering the ability to rapidly 1SK entire squadrons at range with proper skill. In short, it is a unique playstlye that most closely resembles hit and run sniping with the purpose being not to kill at long ranges but to soften up the target for a teammate more adequately equipped for the scenario.

Pros & Cons

Pros:

  • Clean iron sights.
  • Very quick ADS time.
  • Can 1SK to the torso within 33 studs.
  • Effectively an all-class designated marksman rifle or sniper rifle.
  • Reloads do not take longer when the gun is empty.
  • 1SK to the head at all ranges.

Cons:

  • Slowest RoF in class.
  • Low magazine size.
  • Cannot be suppressed.
  • Uncommon ammunition type.
  • Third worst penetration depth in-game (first being weapons with Birdshot, and second being Hollow Point).

Trivia

  • The 1858 Carbine is the second weapon in-game to be markedly different from other members of its class, as it shares almost no similarities with other carbines.
    • The first weapon to be markedly different was the Henry 45-70.
  • Much like the 1858 New Army being based off a Uberti/Pietta reproduction of said pistol, the 1858 Carbine is likely a reproduction model, using the .44 Magnum round.
    • However, there are no real life 6-round cylinders made for the 1858 platform that are chambered in .44 Magnum. The closest equivalent would be .45 Long Colt.
      • It is possible to chamber overpressure +p+ rounds of .45 colt which will give the chambered weapon stopping power approaching that of .454 casull. This is however seldom done due to the lack of weapons designed to chamber such "hot" loads and the fact they could be accidentally be loaded into a firearm not capable of withstanding such pressures.
  • In-game, the player holds the 1858 Carbine with a normal two-handed stance. However, in reality, this is a bad idea, as the blast from the cylinder/barrel gap can seriously injure an operator, especially if they are not wearing anything to help mitigate the blast.
    • With an original 1858 Carbine, this is worsened by the fact that the weapon fires a cap and ball round which allows for the possibility of chain fire and blowing the operators hand out.
  • The 1858 Carbine has the same torso multiplier as the Henry 45-70. The head multiplier is increased to make it a 1SK to the head at any range.
  • When used on the 1858 Carbine, the Z-Point sat at the end of the barrel until the 3.10.0 update.
  • Despite having a higher default zoom than the 1858 New Army (having a 2.0× zoom over the 1.7× the New Army has), attaching an optic on this gun will yield a 2.6× zoom, while attaching an optic on the New Army will yield a 2.8× zoom.
  • This is the only primary weapon with a higher rank unlock than its secondary variant.
  • Prior to 3.9.2, the 1858 Carbine lacked the ability to attach optics such as the ACOG Scope and the VCOG 6x Scope. This has since been changed.

References


WeaponryBanner
Primary Weapons

Assault Rifles

AK12 - AN-94 - AS VAL - SCAR-L - AUG A1 - M16A4 - G36
M16A3 - AUG A2 - FAMAS G2 - AK47 - AUG A3 - L85A2
HK416 - AK74 - AKM - AK103 - M231 - G11K2

Personal Defense Weapons

MP5K - UMP45 - G36C - MP7 - MAC10 - P90 - MP5
Colt SMG 635 - L2A3 - MP5SD - MP10 - MP5/10 - M3A1
AUG A3 Para - PPSh-41 - FAL Para Shorty - Kriss Vector - MP40
Tommy Gun - Uzi

Light Machine Guns

Colt LMG - M60 - AUG HBAR - MG36 - RPK12 - L86 LSW - RPK
HK21 - SCAR HAMR - RPK74 - MG3KWS

Sniper Rifles

Intervention - Remington 700 - Dragunov SVU - AWS - BFG 50
AWM - TRG-42 - Mosin Nagant - Dragunov SVDS - Hecate II
M107 - Steyr Scout - WA2000

Carbines

M4A1 - G36K - M4 - L22 - SCAR PDW - AKU12 - Groza-1
AK12C - Honey Badger - SR-3M - Groza-4 - MC51SD
FAL 50.63 Para - 1858 Carbine - AK105 - Jury - KAC SRR

Designated Marksman Rifles

MK11 - SKS - SL-8 - VSS Vintorez - MSG90 - Beowulf TCR
SA58 SPR - SCAR SSR

Battle Rifles

Beowulf ECR - SCAR-H - AK12BR - G3 - AG-3 - Henry 45-70
FAL 50.00

Shotguns

KSG-12 - Remington 870 - DBV12 - KS-23M - Saiga-12
Stevens DB - AA-12 - SPAS-12

Secondary Weapons Pistols

M9 - G17 - M1911 - Desert Eagle L5 - M45A1 - Five Seven
ZIP 22 - Desert Eagle XIX

Machine Pistols

G18 - M93R - TEC-9 - MP1911 - Micro Uzi

Revolvers

MP412 REX - Mateba 6 - 1858 New Army - Redhawk 44
Judge - Executioner

Other

Serbu Shotgun - SFG 50 - Sawed Off - Saiga-12U - Obrez

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